Half-coded Yari's AI but im not convinced -- I want yari to act as a turret, not copy player (which also creates a bug, if u quickly stop shooting after tear out)
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d5011aabc4
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37
main.lua
37
main.lua
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@ -13,8 +13,10 @@ local Room = Room
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-- * Make sure tear properly scales with player.ShotSpeed
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--
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-- [Mommy of Two]:
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-- * Baby Ariel and Baby Yari behaviour
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-- * Baby Ariel whole sprite, finish Yari's one too.
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-- [DONE] Baby Ariel whole sprite
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-- [DONE] Baby Yari behaviour
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-- * do Ariel behaviour
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-- * finish Yari's one too.
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-- * Code in Best Friends Forever Interaction!!
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--
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-- [Drake Soul]:
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@ -217,25 +219,23 @@ Lore:AddCallback( ModCallbacks.MC_POST_PLAYER_INIT, Lore.PostPlayerInit );
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Lore:AddCallback(ModCallbacks.MC_FAMILIAR_INIT, Lore.GetBabyAriel, FamiliarVariant.BABY_ARIEL)
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-- do ur thing baby succubus gal
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function Lore:UpdateBabyAriel(Ariel)
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Ariel:FollowParent()
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end
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Lore:AddCallback(ModCallbacks.MC_FAMILIAR_UPDATE, Lore.UpdateBabyAriel, FamiliarVariant.BABY_ARIEL)
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-- BABY YARI
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function Lore:GetBabyYari(Yari)
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-- ariel:copy()
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-- mommy:be_kissed()
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Yari.FireCooldown = 1
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end
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Lore:AddCallback(ModCallbacks.MC_FAMILIAR_INIT,Lore.GetBabyYari, FamiliarVariant.BABY_YARI)
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function Lore:UpdateBabyYari(Yari)
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local player = Isaac.GetPlayer(0)
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local data = Yari:GetData()
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local sprite = Yari:GetSprite()
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local FireDir = player:GetFireDirection()
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Yari:PickEnemyTarget(400,5)
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Yari:Shoot()
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local MoveDir = player:GetMovementDirection()
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--if FireDir == Direction.NO_DIRECTION or data.Cooldown > 0 then
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Yari:FollowParents()
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Yari:FollowParent()
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end
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Lore:AddCallback(ModCallbacks.MC_FAMILIAR_UPDATE, Lore.UpdateBabyYari, FamiliarVariant.BABY_YARI)
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@ -274,26 +274,27 @@ function Lore:PlayerUpdate( player )
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end
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Lore:AddCallback( ModCallbacks.MC_POST_PLAYER_UPDATE, Lore.PlayerUpdate );
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function Lore:onCache( player, cacheFlag)
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if cacheFlag == CacheFlag.CACHE_FAMILIARS then
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local BabyArielCount = 0
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local BabyYariCount = 0
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local BabyLilDrakeCount = 0
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function Lore:onCache( player, cacheFlag)
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if cacheFlag == CacheFlag.CACHE_FAMILIARS then
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for _, entity in pairs(Isaac.GetRoomEntities()) do
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if EntityType == EntityType.ENTITY_FAMILIAR then
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if entity.Variant == FamliarVariant.BABY_ARIEL then
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BabyArielCount = BabyArielCount + 1
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end
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if entity.Variant == FamliarVariant.BABY_YARI then
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elseif entity.Variant == FamliarVariant.BABY_YARI then
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BabyYariCount = BabyYariCount + 1
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end
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if entity.Variant == FamliarVariant.LIL_DRAKE then
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elseif entity.Variant == FamliarVariant.LIL_DRAKE then
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LilDrakeCount = LilDrakeCount + 1
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end
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end
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end
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print("FAMILIAR DATA ON INIT")
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print(" [Ariel] FamiliarVariant:",FamiliarVariant.BABY_ARIEL," Count: ",BabyArielCount)
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print(" [Yari] FamiliarVariant:",FamiliarVariant.BABY_YARI," Count: ",BabyYariCount)
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print("[Lil Drake] FamiliarVariant:",FamiliarVariant.LIL_DRAKE," Count: ",BabyLilDrakeCount)
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while player:GetCollectibleNum(CollectibleType.COLLECTIBLE_MOMMY_OF_TWO) > BabyArielCount do
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SpawnFollower(FamiliarVariant.BABY_ARIEL, player)
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BabyArielCount = BabyArielCount + 1
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@ -340,6 +341,10 @@ Lore:AddCallback(ModCallbacks.MC_POST_FIRE_TEAR, function(_, tear)
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local finalTear = lookout:Rotated(at):Resized(player.ShotSpeed*10)
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local tearCopy = tear.Variant
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Isaac.Spawn(EntityType.ENTITY_TEAR, tearCopy, 0, player.Position, finalTear, player):ToTear()
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local finalTear = lookout:Rotated(at+180):Resized(player.ShotSpeed*10)
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local tearCopy = tear.Variant
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Isaac.Spawn(EntityType.ENTITY_TEAR, tearCopy, 0, player.Position, finalTear, player):ToTear()
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end
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end
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